Introduce separate GI directory
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275
Source/Shaders/GI/GlobalSurfaceAtlas.shader
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275
Source/Shaders/GI/GlobalSurfaceAtlas.shader
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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// Diffuse-only lighting
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#define NO_SPECULAR
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#include "./Flax/Common.hlsl"
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#include "./Flax/Math.hlsl"
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#include "./Flax/LightingCommon.hlsl"
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#include "./Flax/GlobalSignDistanceField.hlsl"
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#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
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META_CB_BEGIN(0, Data)
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float3 ViewWorldPos;
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float ViewNearPlane;
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float Padding00;
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uint CulledObjectsCapacity;
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float LightShadowsStrength;
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float ViewFarPlane;
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float4 ViewFrustumWorldRays[4];
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GlobalSDFData GlobalSDF;
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GlobalSurfaceAtlasData GlobalSurfaceAtlas;
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LightData Light;
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META_CB_END
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struct AtlasVertexIput
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{
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float2 Position : POSITION0;
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float2 TileUV : TEXCOORD0;
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uint TileAddress : TEXCOORD1;
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};
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struct AtlasVertexOutput
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{
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float4 Position : SV_Position;
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float2 TileUV : TEXCOORD0;
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nointerpolation uint TileAddress : TEXCOORD1;
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};
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// Vertex shader for Global Surface Atlas rendering (custom vertex buffer to render per-tile)
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META_VS(true, FEATURE_LEVEL_SM5)
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META_VS_IN_ELEMENT(POSITION, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 1, R32_UINT, 0, ALIGN, PER_VERTEX, 0, true)
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AtlasVertexOutput VS_Atlas(AtlasVertexIput input)
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{
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AtlasVertexOutput output;
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output.Position = float4(input.Position, 1, 1);
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output.TileUV = input.TileUV;
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output.TileAddress = input.TileAddress;
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return output;
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}
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// Pixel shader for Global Surface Atlas software clearing
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META_PS(true, FEATURE_LEVEL_SM5)
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void PS_Clear(out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
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{
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Light = float4(0, 0, 0, 0);
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RT0 = float4(0, 0, 0, 0);
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RT1 = float4(0, 0, 0, 0);
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RT2 = float4(1, 0, 0, 0);
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}
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#ifdef _PS_DirectLighting
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#include "./Flax/GBuffer.hlsl"
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#include "./Flax/Matrix.hlsl"
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#include "./Flax/Lighting.hlsl"
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// GBuffer+Depth at 0-3 slots
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
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Texture3D<float> GlobalSDFTex[4] : register(t5);
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Texture3D<float> GlobalSDFMip[4] : register(t9);
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// Pixel shader for Global Surface Atlas shading with direct light contribution
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META_PS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(RADIAL_LIGHT=0)
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META_PERMUTATION_1(RADIAL_LIGHT=1)
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float4 PS_DirectLighting(AtlasVertexOutput input) : SV_Target
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{
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// Load current tile info
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(GlobalSurfaceAtlasObjects, input.TileAddress);
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float2 atlasUV = input.TileUV * tile.AtlasRectUV.zw + tile.AtlasRectUV.xy;
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// Load GBuffer sample from atlas
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GBufferData gBufferData = (GBufferData)0;
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GBufferSample gBuffer = SampleGBuffer(gBufferData, atlasUV);
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BRANCH
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if (gBuffer.ShadingModel == SHADING_MODEL_UNLIT)
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{
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// Skip unlit pixels
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discard;
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return 0;
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}
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// Reconstruct world-space position manually (from uv+depth within a tile)
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float tileDepth = SampleZ(atlasUV);
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//float tileNear = -GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
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//float tileFar = tile.ViewBoundsSize.z + 2 * GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
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//gBufferData.ViewInfo.zw = float2(tileFar / (tileFar - tileNear), (-tileFar * tileNear) / (tileFar - tileNear) / tileFar);
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//gBufferData.ViewInfo.zw = float2(1, 0);
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//float tileLinearDepth = LinearizeZ(gBufferData, tileDepth);
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float3 tileSpacePos = float3(input.TileUV.x - 0.5f, 0.5f - input.TileUV.y, tileDepth);
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float3 gBufferTilePos = tileSpacePos * tile.ViewBoundsSize;
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float4x4 tileLocalToWorld = Inverse(tile.WorldToLocal);
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gBuffer.WorldPos = mul(float4(gBufferTilePos, 1), tileLocalToWorld).xyz;
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// Calculate shadowing
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float3 L = Light.Direction;
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#if RADIAL_LIGHT
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float3 toLight = Light.Position - gBuffer.WorldPos;
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float toLightDst = length(toLight);
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if (toLightDst >= Light.Radius)
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{
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// Skip texels outside the light influence range
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discard;
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return 0;
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}
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L = toLight / toLightDst;
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#else
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float toLightDst = GLOBAL_SDF_WORLD_SIZE;
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#endif
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float4 shadowMask = 1;
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if (Light.CastShadows > 0)
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{
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float NoL = dot(gBuffer.Normal, L);
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float shadowBias = 10.0f;
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float bias = 2 * shadowBias * saturate(1 - NoL) + shadowBias;
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BRANCH
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if (NoL > 0)
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{
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// TODO: try using shadow map for on-screen pixels
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// TODO: try using cone trace with Global SDF for smoother shadow (eg. for sun shadows or for area lights)
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// Shot a ray from texel into the light to see if there is any occluder
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GlobalSDFTrace trace;
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trace.Init(gBuffer.WorldPos + gBuffer.Normal * shadowBias, L, bias, toLightDst - bias);
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GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace);
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shadowMask = hit.IsHit() ? LightShadowsStrength : 1;
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}
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else
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{
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shadowMask = 0;
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}
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}
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// Calculate lighting
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#if RADIAL_LIGHT
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bool isSpotLight = Light.SpotAngles.x > -2.0f;
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#else
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bool isSpotLight = false;
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#endif
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float4 light = GetLighting(ViewWorldPos, Light, gBuffer, shadowMask, RADIAL_LIGHT, isSpotLight);
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return light;
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}
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#endif
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#if defined(_CS_CullObjects)
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#include "./Flax/Collisions.hlsl"
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RWByteAddressBuffer RWGlobalSurfaceAtlasChunks : register(u0);
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RWBuffer<float4> RWGlobalSurfaceAtlasCulledObjects : register(u1);
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t0);
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// Compute shader for culling objects into chunks
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE, GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE, GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE)]
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void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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{
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uint3 chunkCoord = DispatchThreadId;
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uint chunkAddress = (chunkCoord.z * (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION) + chunkCoord.y * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION + chunkCoord.x) * 4;
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if (chunkAddress == 0)
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return; // Skip chunk at 0,0,0 (used for counter)
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float3 chunkMin = GlobalSurfaceAtlas.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * GlobalSurfaceAtlas.ChunkSize;
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float3 chunkMax = chunkMin + GlobalSurfaceAtlas.ChunkSize;
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// Count objects data size in this chunk (amount of float4s)
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uint objectsSize = 0, objectAddress = 0, objectsCount = 0;
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// TODO: maybe cache 20-30 culled object indices in thread memory to skip culling them again when copying data (maybe reude chunk size to get smaller objects count per chunk)?
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LOOP
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for (uint objectIndex = 0; objectIndex < GlobalSurfaceAtlas.ObjectsCount; objectIndex++)
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{
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float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(GlobalSurfaceAtlasObjects, objectAddress);
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uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(GlobalSurfaceAtlasObjects, objectAddress);
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if (BoxIntersectsSphere(chunkMin, chunkMax, objectBounds.xyz, objectBounds.w))
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{
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objectsSize += objectSize;
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objectsCount++;
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}
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objectAddress += objectSize;
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}
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if (objectsSize == 0)
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{
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// Empty chunk
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RWGlobalSurfaceAtlasChunks.Store(chunkAddress, 0);
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return;
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}
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objectsSize++; // Include objects count before actual objects data
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// Allocate object data size in the buffer
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uint objectsStart;
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RWGlobalSurfaceAtlasChunks.InterlockedAdd(0, objectsSize, objectsStart);
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if (objectsStart + objectsSize > CulledObjectsCapacity)
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{
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// Not enough space in the buffer
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RWGlobalSurfaceAtlasChunks.Store(chunkAddress, 0);
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return;
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}
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// Write object data start
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RWGlobalSurfaceAtlasChunks.Store(chunkAddress, objectsStart);
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// Write objects count before actual objects data
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RWGlobalSurfaceAtlasCulledObjects[objectsStart] = float4(asfloat(objectsCount), 0, 0, 0);
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objectsStart++;
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// Copy objects data in this chunk
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objectAddress = 0;
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LOOP
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for (uint objectIndex = 0; objectIndex < GlobalSurfaceAtlas.ObjectsCount; objectIndex++)
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{
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float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(GlobalSurfaceAtlasObjects, objectAddress);
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uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(GlobalSurfaceAtlasObjects, objectAddress);
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if (BoxIntersectsSphere(chunkMin, chunkMax, objectBounds.xyz, objectBounds.w))
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{
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for (uint i = 0; i < objectSize; i++)
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{
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RWGlobalSurfaceAtlasCulledObjects[objectsStart + i] = GlobalSurfaceAtlasObjects[objectAddress + i];
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}
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objectsStart += objectSize;
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}
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objectAddress += objectSize;
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}
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}
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#endif
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#ifdef _PS_Debug
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Texture3D<float> GlobalSDFTex[4] : register(t0);
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Texture3D<float> GlobalSDFMip[4] : register(t4);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t8);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t9);
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Texture2D GlobalSurfaceAtlasDepth : register(t10);
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Texture2D GlobalSurfaceAtlasTex : register(t11);
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// Pixel shader for Global Surface Atlas debug drawing
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META_PS(true, FEATURE_LEVEL_SM5)
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float4 PS_Debug(Quad_VS2PS input) : SV_Target
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{
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#if 0
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// Preview Global Surface Atlas texture
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return float4(GlobalSurfaceAtlasTex.SampleLevel(SamplerLinearClamp, input.TexCoord, 0).rgb, 1);
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#endif
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// Shot a ray from camera into the Global SDF
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GlobalSDFTrace trace;
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float3 viewRay = lerp(lerp(ViewFrustumWorldRays[3], ViewFrustumWorldRays[0], input.TexCoord.x), lerp(ViewFrustumWorldRays[2], ViewFrustumWorldRays[1], input.TexCoord.x), 1 - input.TexCoord.y).xyz;
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viewRay = normalize(viewRay - ViewWorldPos);
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trace.Init(ViewWorldPos, viewRay, ViewNearPlane, ViewFarPlane);
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trace.NeedsHitNormal = true;
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GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace);
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if (!hit.IsHit())
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return float4(float3(0.4f, 0.4f, 1.0f) * saturate(hit.StepsCount / 80.0f), 1);
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//return float4(hit.HitNormal * 0.5f + 0.5f, 1);
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// Sample Global Surface Atlas at the hit location
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float surfaceThreshold = hit.HitCascade * 10.0f + 20.0f; // Scale the threshold based on the hit cascade (less precision)
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float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, GlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hit.GetHitPosition(trace), -viewRay, surfaceThreshold);
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return float4(surfaceColor.rgb, 1);
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}
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#endif
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